Search found 53 matches

by masteries
Sun Feb 13, 2022 10:23 am
Forum: Demos
Topic: Metal Slug port from Atari STE to MegaDrive / Genesis - WIP
Replies: 9
Views: 12649

Re: Metal Slug port from Atari STE to MegaDrive / Genesis - WIP

Work in progress: Entities management system & collision scheme


- Tested on Real Hardware, a Megadrive 1 plus OSSC -


https://www.youtube.com/watch?v=kcFOhYul6cY
by masteries
Wed Feb 02, 2022 1:30 pm
Forum: SGDK
Topic: Sky Gradients?
Replies: 5
Views: 9377

Re: Sky Gradients?

Joe Musashi wrote:
Sun Dec 26, 2021 6:30 pm
For an SGDK example of how to change colors each scan line you can have a look here:

https://github.com/a-dietrich/SEGA-Gene ... e/main/tf2

In src/main.c look for scene4().
Thanks a lot!

The technique appears pretty advanced, and works well
by masteries
Wed Feb 02, 2022 1:17 pm
Forum: SGDK
Topic: How to reuse full loaded frames for many sprites?
Replies: 3
Views: 7778

Re: How to reuse full loaded frames for many sprites?

danibus wrote:
Thu Jan 20, 2022 10:56 pm
masteries wrote:
Tue Nov 02, 2021 8:55 am
Learned a way to do it, from the Sonic sample.

SOLVED
Can you post how u solved it? It will help a lot other folks!
I encoutered problems with player and enemy bullets,
the workaround is based in create these sprites, do not destroy them,
and relocate them out of screen when not used
by masteries
Mon Dec 13, 2021 1:34 pm
Forum: Demos
Topic: Metal Slug port from Atari STE to MegaDrive / Genesis - WIP
Replies: 9
Views: 12649

Metal Slug port from Atari STE to MegaDrive / Genesis - WIP

Video of current WIP MegaDrive / Genesis version: https://www.youtube.com/watch?v=-hl3hkKaHa8 This Metal Slug port is a conversion from my own Metal Slug port for Atari STE computer Mainly all the game engine is being ported from Atari STE to MegaDrive / Genesis. Video of Atari STE version: https://...
by masteries
Fri Dec 10, 2021 5:29 pm
Forum: SGDK
Topic: Disable automatic animations for statically loaded sprites
Replies: 3
Views: 8109

Re: Disable automatic animations for statically loaded sprites

I'm not sure of what you're doing exactly. You said you have all your sprites are presented in a single row ? I don't understand, that means the sprite->animInd is always 0 ? Also "statically" loaded sprites also require the use of setFrame(..) method at same time you're doing the setVRAMTileIndex(...
by masteries
Wed Dec 08, 2021 1:20 pm
Forum: SGDK
Topic: Disable automatic animations for statically loaded sprites
Replies: 3
Views: 8109

Disable automatic animations for statically loaded sprites

Greetings, This thread is related to a problem I am facing animating statically loaded sprites; Sprites that are loaded using "SPR_loadAllFrames()" function; for the rest of sprites, we can call them dinamically loaded ones (due to only a single frame is loaded in VRAM at a time), the "SPR_SetFrame(...
by masteries
Fri Dec 03, 2021 5:07 pm
Forum: SGDK
Topic: Sky Gradients?
Replies: 5
Views: 9377

Re: Sky Gradients?

I should have replied here as this is definitely a SGDK solution that I propose here :p So you should declare your H-Int function like this: void hint() { PAL_setColor(0, gradientColor); gradientColor-= 0x100; } Then prepare your H-Int gradient effect using this from your main code: // each 4 lines...
by masteries
Fri Dec 03, 2021 5:04 pm
Forum: SGDK
Topic: Hiring an expert to create a new audio driver (Z80 based) - Hired and solved!
Replies: 2
Views: 8402

Re: Hiring an expert to create a new audio driver (Z80 based)

Problem solved! A Z80 expert was hired; a programmer that worked for ZX Spectrum, Amtrad CPC and Genesis / MegaDrive Its nationality is Argentinian, There is also an implementation of a software audio filter, depending in the console model, due to MegaDrive 2 / Genesis 2 has worst audio output stage...
by masteries
Thu Nov 04, 2021 12:58 pm
Forum: SGDK
Topic: Sky Gradients?
Replies: 5
Views: 9377

Re: Sky Gradients?

I should have replied here as this is definitely a SGDK solution that I propose here :p So you should declare your H-Int function like this: void hint() { PAL_setColor(0, gradientColor); gradientColor-= 0x100; } Then prepare your H-Int gradient effect using this from your main code: // each 4 lines...
by masteries
Tue Nov 02, 2021 1:29 pm
Forum: SGDK
Topic: Sky Gradients?
Replies: 5
Views: 9377

Sky Gradients?

Greetings I was trying to figure out how to create gradient effects in MegaDrive / Genesis via switching colour 0, or background colour I found this piece of code: void handleHBlank() { asm("move.l #0xc0000000, 0xc00004.l"); while((*((volatile u16*)GFX_CTRL_PORT) & 4) == 0); asm("move.w gradientTest...
by masteries
Tue Nov 02, 2021 1:27 pm
Forum: Video Display Processor
Topic: Palette color switching in HBlank
Replies: 14
Views: 26346

Re:

Okay, I finally got it working now :) I hope future generations will also benefit from this thread ;) Btw, here my "final" code: void handleHBlank() { asm("move.l #0xc0000000, 0xc00004.l"); while((*((volatile u16*)GFX_CTRL_PORT) & 4) == 0); asm("move.w gradientTestColor2, 0xc00000.l"); gradientTest...
by masteries
Tue Nov 02, 2021 8:55 am
Forum: SGDK
Topic: How to reuse full loaded frames for many sprites?
Replies: 3
Views: 7778

Re: How to reuse full loaded frames for many sprites?

Learned a way to do it, from the Sonic sample.

SOLVED
by masteries
Mon Nov 01, 2021 1:52 pm
Forum: SGDK
Topic: How to reuse full loaded frames for many sprites?
Replies: 3
Views: 7778

How to reuse full loaded frames for many sprites?

Greetings mates, I am trying to reuse full loaded frames for many different sprites, with no success. I loaded full frames for a single sprite, released the sprite; and the frame data still remains in VRAM; after this I wan trying to create sprite with Auto tile upload disable... but with no clue re...
by masteries
Fri Oct 22, 2021 10:01 am
Forum: SGDK
Topic: Weird things with very basic code
Replies: 3
Views: 7307

Re: Weird things with very basic code

Solved using SPR_setFrame() and SPR_setPosition()

Its much better to use functions than directly modify pointer values.
by masteries
Thu Oct 21, 2021 6:54 pm
Forum: SGDK
Topic: Weird things with very basic code
Replies: 3
Views: 7307

Re: Weird things with very basic code

If I put at top of a tick function:

Code: Select all


SPR_setAnim(entidad[id].spr, ANIM_RUN);

The sprite can be relocated in the screen, or world.


But, I will use frame by frame animation instead use SPR_setAnim()...


Will I face problems moving the sprites around?